Hello, I purchased the full asset pack, but all files are PNG images only. Could you tell me how I should import and use them in a Godot project? My tileset design uses 32×32 pixel tiles.
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Hi wbxien1234! Thanks for your purchase and for your question 😊
The assets in the pack are delivered as PNG images with a transparent background, organized by category (tiles, decorations, characters, etc.). They're meant to be flexible base resources that are easy to rescale, so you can use them in projects with 16×16, 32×32, or even larger tile resolutions, depending on your needs.
Here's a quick guide for importing them into Godot:
1. Import the PNGs into your project
- Copy the assets folder into your
res://folder (for exampleres://assets/tileset/). - Godot will automatically detect them and generate the corresponding
.importfiles.
2. Set the texture filter (important for pixel art)
- Select the images in the file panel.
- Go to the Import tab (next to Scene).
- Change Filter to Disabled (or "Nearest" depending on your Godot version) to avoid blurriness when scaling.
- Click Reimport.
3. Create a TileSet
- If you're using a
TileMap, create a newTileSetresource. - Add the images as an Atlas if they come as a single sheet, or as individual tiles if each piece is a separate PNG.
- Set the cell size to match your actual tile size, which in your case is 32×32 px.
4. Scale without losing sharpness
- Since your project uses 32×32 tiles, make sure your base Viewport/window resolution is a multiple of that size (e.g. 320×180, 640×360, etc.), and use the "viewport" stretch mode with "integer" scaling under Project Settings → Display → Window, so the pixel art stays crisp at any resolution.
If you have any specific questions about organizing layers or the atlas, feel free to ask — happy to help! 🌱
Hi wbxien1234! Thanks for the extra context — let me expand on this a bit.
First, a quick reminder: all the assets in the pack are delivered with a transparent background and are designed to be flexible base resources, easy to rescale for different resolutions (16×16, 32×32, 64×64, etc.), so you're not locked into one specific tile size.
Now, about your sprite sheet: you don't need to scale the PNG down — that's exactly what's causing the blurriness. The 1254×1254 file is a sprite sheet already containing many individual tiles at full resolution; you just need to slice it, not shrink it. Here's a quick tutorial depending on which tool you're using:
🔹 Godot
- Import the PNG at its original resolution (no resizing).
- Set the Filter to Disabled/Nearest in the Import tab, then reimport.
- Create a
TileSetresource → add the PNG as an Atlas Texture source. - Set Texture Region Size to 32×32, and use Margin/Separation if there's spacing between tiles.
- Godot will auto-slice the sheet into individual tiles with no quality loss.
🔹 Unity
- Import the PNG, set Texture Type to "Sprite (2D and UI)".
- Set Filter Mode to Point (no filter) and Compression to "None" to keep pixels crisp.
- Set Sprite Mode to "Multiple", then open the Sprite Editor.
- Use the Slice tool with a Grid by Cell Size of 32×32 (add offset/padding if needed).
- Unity will generate all individual sprites automatically — no manual resizing needed.
🔹 GameMaker Studio
- Import the PNG as a Sprite.
- In the Sprite editor, use "Edit Image" → Grid settings to define a 32×32 grid overlay for reference.
- Alternatively, use the Sprite Sheet import option if splitting into a Sprite Strip, entering 32×32 as the sub-image size.
- Make sure Interpolation is turned OFF in the sprite's texture settings to avoid blur.
In all cases, the key idea is the same: keep the original resolution, slice using a grid matching your tile size, and disable texture filtering/interpolation so the pixel art stays sharp.
If you let me know how many tiles are in a row/column of the sheet (in case there's spacing between them), I'm happy to help you get the exact values! 🌱